[project1dev] Re: milestone 2 info

From: figarus@xxxxxxxxx

To: project1dev@xxxxxxxxxxxxx

Date: Sat, 30 May 2009 20:15:54 +0000

Hey we can have a trapped path and if you through with minimal damage you'd get
like a "cat burglar" facet if you take a ton of damage but fight through it you
could get diligence facet... I would say getting hit sends you to the begining
of the trap or hall
Sent via BlackBerry from T-Mobile
-----Original Message-----
From: Kent Petersen <kentkmp@xxxxxxxxx>
Date: Sat, 30 May 2009 13:08:04
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: milestone 2 info
Are we going to have health and the ability to lose during The Journey? I
thought it was just going to calculate your play style and give you perks
and skills accordingly. I was thinking that it would not matter if you win
or lose. If you lost you would just have a different set of skills
On Sat, May 30, 2009 at 12:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> btw as a possible long term solution to this (i know we don't have health
> yet or anything)
>
> Josh is workin on his var storage system (where all the character data will
> be stored along with all the rest of the persistant game data) and that will
> give scripts access (read and write) to player health if you guys wanted the
> traps to injure the player :P
>
>
> On Sat, May 30, 2009 at 12:50 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Eric - What will happen if the player triggers a trap but does not move
>> out of the way in time?
>>
>>
>> On Fri, May 29, 2009 at 10:36 AM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>
>>> I always try a do a bit of research before I get started too just so I am
>>> confident in what I personally am trying to accomplish instead of driving
>>> blind. Usually I will try looking at images/inpirational artwork, stock
>>> photos. This seems to help with out a whole lot of time invested.
>>>
>>> --- On *Fri, 5/29/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote:
>>>
>>>
>>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>> Subject: [project1dev] Re: milestone 2 info
>>> To: project1dev@xxxxxxxxxxxxx
>>> Date: Friday, May 29, 2009, 10:18 AM
>>>
>>> Or maybe even some google image search results matching what he was
>>> lookin for would be good enough eh?
>>>
>>> I'm wonderin if that might be a good idea to save from people having
>>> to do ton's of concept art in the future before modeling can be done
>>> (:
>>>
>>> On Fri, May 29, 2009 at 8:50 AM, katie cook
>>> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>>
>>> wrote:
>>> > I still have some work to do to get the inside opened up and I need to
>>> add a
>>> > door. I was gonna add some flags at the top with some fortune
>>> teller-ish
>>> > graphics.
>>> >
>>> > Do you have any input? You mentioned it isn't exactly what you
>>> envisioned.
>>> > Do you have some concept sketches or something to go from? I am just
>>> winging
>>> > it here since I have virtually no art direction and don't possess
>>> telepathic
>>> > or psychi abilities...=)
>>> >
>>> > Let me know. Even rough sketches is cool if your looking for something
>>> > particular.
>>> > I have no qualms building around your vision.
>>> >
>>> > Thanks Eric.
>>> >
>>> > Katie
>>> >
>>> > --- On Fri, 5/29/09, eric drewes
>>> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>> wrote:
>>> >
>>> > From: eric drewes
>>> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
>>> >
>>> > Subject: [project1dev] Re: milestone 2 info
>>> > To:
>>> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx>
>>> > Date: Friday, May 29, 2009, 5:29 AM
>>> >
>>> > i like the top, very nice. it isn't exactly what i envisioned as far
>>> as
>>> > shape goes but thats almost the same looking texture i am using for the
>>> > fortune teller's robes haha. if you want to make the tent look "open"
>>> with
>>> > just emptiness inside, that would probably work. when you enter the
>>> tent it
>>> > will take you to a different map so the size on the outside doesnt have
>>> to
>>> > look like the size inside (she can live in a 5 1/2 minute hallway).
>>> >
>>> > On Fri, May 29, 2009 at 4:29 AM, katie cook
>>> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>>
>>> wrote:
>>> >>
>>> >> Hey Guys,
>>> >>
>>> >> I am still working on the tent. I want to add some geometry still for
>>> the
>>> >> door way.
>>> >> And I need to finish the side textures.
>>> >>
>>> >> I started on one texture, spend a while, then decided I didn't like it
>>> so
>>> >> went with something else.
>>> >>
>>> >> Anyway, here are some screenshots for the mean time. Purple lines, are
>>> >> just wireframe on shaded mode.
>>> >>
>>> >> Hope you like! =)
>>> >>
>>> >> Katie
>>> >>
>>> >> --- On Thu, 5/28/09, eric drewes
>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>> wrote:
>>> >>
>>> >> From: eric drewes
>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
>>> >
>>> >> Subject: [project1dev] Re: milestone 2 info
>>> >> To:
>>> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx>
>>> >> Date: Thursday, May 28, 2009, 4:40 AM
>>> >>
>>> >> make the type white with a black stroke that is :) not the sign
>>> itself
>>> >>
>>> >> On Thu, May 28, 2009 at 7:37 AM, eric drewes
>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>> wrote:
>>> >>>
>>> >>> katie, i like the sign also but i would say you shoud decrease the
>>> size
>>> >>> of the type a bit, make it white and then add a black stroke and it
>>> would be
>>> >>> perfect. good work :)
>>> >>>
>>> >>> On Thu, May 28, 2009 at 3:23 AM, Alan Wolfe
>>> >>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>>
>>> wrote:
>>> >>>>
>>> >>>> Hey I that looks really nice and you are right, this thing uses
>>> really
>>> >>>> few verts
>>> >>>>
>>> >>>> Those are amazing looking textures
>>> >>>>
>>> >>>> Constructive (hopefully!) criticism:
>>> >>>>
>>> >>>> You might want to align your models with the origin (like put the
>>> >>>> bottom of the sign post at the origin or something like that)
>>> because
>>> >>>> it makes it easier to place in the world.
>>> >>>>
>>> >>>> IE if you place the sign at 10,10,5 in the world, but the sign model
>>> >>>> is 5 units to the right of the origin, the "real" position of the
>>> sigh
>>> >>>> is 15,10,5 which confuses things a little since it's in game
>>> position
>>> >>>> is not it's true position.
>>> >>>>
>>> >>>> Not a biggie but just FYI :P
>>> >>>>
>>> >>>> Also, you want to minimize empty space on textures if you can. You
>>> >>>> re-used the texture really well on the sign.jpg, but the stick.jpg
>>> >>>> uses a 512x512 for most of that being empty space. If you cut that
>>> >>>> down to 512x256 or x128 or were able to re-use some of the wood
>>> >>>> texture from the first texture, or something like that, it saves a
>>> >>>> good chunk of video memory.
>>> >>>>
>>> >>>> basically, we have a fixed budget for textures (even though we don't
>>> >>>> know what that budget is yet!) and we pay the price for empty pixels
>>> >>>> just the same as we do for pixels that are used.
>>> >>>>
>>> >>>> So, just like we want to keep aware of how many verts we are using
>>> >>>> (btw this is an UBER awesome low poly model that looks really good -
>>> >>>> my hat is off to you on that), we also want to make sure that we
>>> don't
>>> >>>> leave too much blank space on textures, that textures aren't higher
>>> >>>> resolution than needed to "look good", and that if possible, we
>>> re-use
>>> >>>> textures for multiple objects.
>>> >>>>
>>> >>>> If we re-use textures we only have to pay the memory price for the
>>> >>>> texture once so it's a nice way to stay within our budget.
>>> >>>>
>>> >>>> But seriously - creativity comes first, and we can optimize later as
>>> >>>> we need it, I just wanted to let people know about these 2 things
>>> for
>>> >>>> goin forward, this sign looks really good!
>>> >>>>
>>> >>>> On Wed, May 27, 2009 at 11:56 PM, katie cook
>>> >>>> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>>
>>> wrote:
>>> >>>> > Hey Guys,
>>> >>>> >
>>> >>>> > I only had a bit of time tonight, but I whipped up a sign for the
>>> >>>> > fortune
>>> >>>> > teller. Just to get started and to get a feel for how things would
>>> go.
>>> >>>> >
>>> >>>> > I have attached it here.
>>> >>>> >
>>> >>>> > Take a look and let me know what you think, and if it would be
>>> usable
>>> >>>> > and
>>> >>>> > appropriate with Eric's established style, etc. Feedback is
>>> welcome.
>>> >>>> >
>>> >>>> > I didn't do a mesh optimization seeing as that it is literally 2
>>> >>>> > really
>>> >>>> > basic boxes.
>>> >>>> > I can if need be.
>>> >>>> >
>>> >>>> > I figured I would start with this real quick to see what kind of
>>> >>>> > direction
>>> >>>> > will be necessary.
>>> >>>> > I have the tent about half way modeled...I am working on the style
>>> of
>>> >>>> > it,
>>> >>>> > etc.
>>> >>>> >
>>> >>>> > Did a little looking around of images/themes on fortune telling
>>> props
>>> >>>> > like
>>> >>>> > coins, signage, cards, etc. so I got some ideas to work with, but
>>> I am
>>> >>>> > hoping to see some of Eric's concepts to make sure to follow
>>> style.
>>> >>>> >
>>> >>>> > Thanks Guys,
>>> >>>> >
>>> >>>> > Hope you had a good night! =]
>>> >>>> >
>>> >>>> > Katie
>>> >>>> >
>>> >>>> > --- On Wed, 5/27/09, eric drewes
>>> >>>> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>> wrote:
>>> >>>> >
>>> >>>> > From: eric drewes
>>> >>>> > <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
>>> >
>>> >>>> > Subject: [project1dev] Re: milestone 2 info
>>> >>>> > To:
>>> >>>> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx>
>>> >>>> > Date: Wednesday, May 27, 2009, 7:02 AM
>>> >>>> >
>>> >>>> > hey katie, once you get the outside tent done and the table, lets
>>> get
>>> >>>> > together and partner up on the interior, so we can arrange the
>>> >>>> > composition
>>> >>>> > of where we want the props, etc.
>>> >>>> >
>>> >>>> > this is going to be awesome looking :) the fortune teller tent
>>> >>>> > definitely
>>> >>>> > has a lot of room to show off our style for the game.
>>> >>>> >
>>> >>>> >
>>> >>>> >
>>> >>>> > On Wed, May 27, 2009 at 9:28 AM, katie cook
>>> >>>> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>>
>>> wrote:
>>> >>>> >>
>>> >>>> >> Hey Guys,
>>> >>>> >>
>>> >>>> >> So I got the green light from Eric, so here are the items I am
>>> >>>> >> calling
>>> >>>> >> dibs on:
>>> >>>> >>
>>> >>>> >> 1. Circus Tent for fortune teller
>>> >>>> >> 2. Table and Chairs
>>> >>>> >> 3. Chinese Lanterns
>>> >>>> >>
>>> >>>> >> I am excited about some other stuff too, like the skulls, garlic
>>> >>>> >> cloves,
>>> >>>> >> and other misc props for inside the tent.
>>> >>>> >> But I will start with these 3 for now and see how quickly I get
>>> them
>>> >>>> >> done.
>>> >>>> >> Then if anyone hasn't claimed them yet, I can fill in on what is
>>> >>>> >> needed.
>>> >>>> >>
>>> >>>> >> Okay, thanks guys. =)
>>> >>>> >>
>>> >>>> >> Katie
>>> >>>> >>
>>> >>>> >> --- On Sat, 5/23/09, eric drewes
>>> >>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>> wrote:
>>> >>>> >>
>>> >>>> >> From: eric drewes
>>> >>>> >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
>>> >
>>> >>>> >> Subject: [project1dev] milestone 2 info
>>> >>>> >> To:
>>> >>>> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx>
>>> >>>> >> Date: Saturday, May 23, 2009, 8:41 PM
>>> >>>> >>
>>> >>>> >> Milestone 2:
>>> >>>> >>
>>> >>>> >> Ok, this will basically start with a glowing puff ball that
>>> descends
>>> >>>> >> from
>>> >>>> >> the sky and lands on a brick walkway that is floating in the
>>> void.
>>> >>>> >> The puff
>>> >>>> >> ball is the player. you control the puffball moving forward
>>> until
>>> >>>> >> you run
>>> >>>> >> into a strange man who says, "where do you think YOU'RE going?
>>> You
>>> >>>> >> dont even
>>> >>>> >> have a body yet! you dont even know who or what you are, do you?"
>>> And
>>> >>>> >> he
>>> >>>> >> asks a couple of simple questions like gender and hair color,
>>> then
>>> >>>> >> the
>>> >>>> >> puffball takes that form. Then the strange man refers you to the
>>> "3
>>> >>>> >> tests".
>>> >>>> >>
>>> >>>> >> The theme of this area is like an old styled carnival/circus that
>>> is
>>> >>>> >> just
>>> >>>> >> being set up, only a couple of areas have actually been set up.
>>> >>>> >>
>>> >>>> >> a note on the strange man: this information is not ever
>>> explicitely
>>> >>>> >> revealed to the player but it will be hinted at throughout the
>>> game.
>>> >>>> >> basically the man is a mad sorcerer who ascended to the higher
>>> plane
>>> >>>> >> of
>>> >>>> >> existence and destroyed the ancient gods, something that happened
>>> >>>> >> *very*
>>> >>>> >> recently. with the death of the ancient gods came the end of
>>> their
>>> >>>> >> world
>>> >>>> >> and thus the empty void - a void that the strange man is filling
>>> with
>>> >>>> >> his
>>> >>>> >> own surreal vision. After the chapters are completed and there
>>> is
>>> >>>> >> the
>>> >>>> >> "climax" of the game, it will be revealed that you were
>>> >>>> >> "re-experiencing
>>> >>>> >> your life" and that your character is, in fact, dead. The
>>> strange
>>> >>>> >> man will
>>> >>>> >> basically tell you that he's decided to return you to the mortal
>>> >>>> >> plane
>>> >>>> >> (havent worked the details out yet) and that is when free-mode is
>>> >>>> >> unlocked.
>>> >>>> >> Also, after every chapter, his carnival "afterlife" will be a
>>> little
>>> >>>> >> bit
>>> >>>> >> more set up, with minigames for the dead, an arena, etc. This
>>> area
>>> >>>> >> will be
>>> >>>> >> our golden saucer! Obviously some details are left out, but I
>>> was
>>> >>>> >> just
>>> >>>> >> letting you know what was in store for the future of this
>>> section.
>>> >>>> >> One
>>> >>>> >> thing important about this guy is that he is mysterious but also
>>> he
>>> >>>> >> can
>>> >>>> >> break the 4th wall and talk directly to the player out of
>>> character.
>>> >>>> >> He is
>>> >>>> >> sort of a post-modern nihilist merlin :)
>>> >>>> >>
>>> >>>> >>
>>> >>>> >> Detailed Description of Scene:
>>> >>>> >>
>>> >>>> >> The fuzz ball will float down from the a long distance through
>>> the
>>> >>>> >> void.
>>> >>>> >> we will have to add something for the void to make it obvious the
>>> >>>> >> object is
>>> >>>> >> falling, some kind of star particles or something.
>>> >>>> >>
>>> >>>> >> it lands on a path defined in the beginning with broken bricks
>>> >>>> >> floating in
>>> >>>> >> space but as it gets close to the main area, the bricks are more
>>> >>>> >> consistent
>>> >>>> >> to make a path and there is ground around the bricks, this leads
>>> to a
>>> >>>> >> small
>>> >>>> >> stars (4-5 steps) up between a wall with carnival esque posters
>>> >>>> >> "COMING
>>> >>>> >> SOON" - past the wall is a cleared off dirt area with the strange
>>> man
>>> >>>> >> standing in the middle.
>>> >>>> >>
>>> >>>> >> Dialogue ensues between the player and the strange man which
>>> defines
>>> >>>> >> the
>>> >>>> >> character. he then directs you to the west over a plank bridge
>>> to a
>>> >>>> >> small
>>> >>>> >> island floating in the void. In the middle of the island is a
>>> >>>> >> medeival
>>> >>>> >> style tent with a sign denoting it as a fortune teller.
>>> >>>> >>
>>> >>>> >> Entering the tent will bring you to a new map - the new map will
>>> be
>>> >>>> >> just
>>> >>>> >> the room of the fortune teller inside the tent. there will be
>>> >>>> >> bookshelves
>>> >>>> >> and props such as skulls, charms, etc. I picture it as a mixture
>>> of
>>> >>>> >> a
>>> >>>> >> voodoo fortune teller and the corny kind of carnival fortune
>>> tellers
>>> >>>> >> you'd
>>> >>>> >> see at a faire. there will be a table with a crystal ball, and
>>> >>>> >> perhaps a
>>> >>>> >> box of tarot cards. Sitting at the table facing the player will
>>> be
>>> >>>> >> the
>>> >>>> >> future teller, a skinny armed person in a cloak with a hood,
>>> wearing
>>> >>>> >> bracelets.
>>> >>>> >>
>>> >>>> >> The player will be asked questions by the fortune teller, this
>>> will
>>> >>>> >> help
>>> >>>> >> define stats, faction reps and perks.
>>> >>>> >>
>>> >>>> >> once you finish, you leave. if you go back, you will get the
>>> >>>> >> dialogue
>>> >>>> >> option to ask the fortune teller if she really believes in this
>>> >>>> >> stuff, she
>>> >>>> >> responds no, laughs madly and poofs.
>>> >>>> >>
>>> >>>> >> after this you return to the strange man who unlocks a gate and
>>> tells
>>> >>>> >> you
>>> >>>> >> to take the second test "the journey"
>>> >>>> >>
>>> >>>> >>
>>> >>>> >> The Journey
>>> >>>> >> ---
>>> >>>> >> I originally planned on this being the house of mirrors where
>>> you'd
>>> >>>> >> set up
>>> >>>> >> the looks of your character but i still like the theme. Instead
>>> its
>>> >>>> >> going
>>> >>>> >> to be a mayan-esque temple maze with traps and treasures. I
>>> picture
>>> >>>> >> it to
>>> >>>> >> be like a combination of the indiana jones temple in the 3rd
>>> movie,
>>> >>>> >> w/
>>> >>>> >> abstract puzzles. These puzzles will affect stats and also award
>>> >>>> >> perks and
>>> >>>> >> skills/
>>> >>>> >>
>>> >>>> >> This map will be coming soon...
>>> >>>> >>
>>> >>>> >> The Beast
>>> >>>> >> ---
>>> >>>> >> at the end of the temple will be a door that leads to a beast,
>>> but
>>> >>>> >> before
>>> >>>> >> you do the strange man asks what skills you might need and gives
>>> you
>>> >>>> >> an
>>> >>>> >> appropriate weapon. you fight the monster, win. the exit leads
>>> back
>>> >>>> >> to
>>> >>>> >> where you met the strange man to begin with. he says, well,
>>> looks
>>> >>>> >> like
>>> >>>> >> you're ready! he grabs you and boots you through a door which
>>> leads
>>> >>>> >> to
>>> >>>> >> Chapter 1
>>> >>>> >>
>>> >>>> >> ---
>>> >>>> >>
>>> >>>> >> WHAT IS NEEDED:
>>> >>>> >>
>>> >>>> >> Other than concept art which is coming asap (i need to run to
>>> staples
>>> >>>> >> to
>>> >>>> >> use the scanner) here is what is needed for now -
>>> >>>> >>
>>> >>>> >> Map:
>>> >>>> >>
>>> >>>> >> the map needs to be built for the brick path, leading to a wall
>>> with
>>> >>>> >> a gap
>>> >>>> >> in the middle with stairs that go up to the next stage. Behind
>>> where
>>> >>>> >> the
>>> >>>> >> strange man will be, needs to be a high wall - this area will be
>>> >>>> >> expanded
>>> >>>> >> further in future milestones. to the west will be a small plank
>>> >>>> >> bridge
>>> >>>> >> leading to an island floating in the void. in the center will be
>>> a
>>> >>>> >> tent.
>>> >>>> >> to the east will be a gate, with a short twisting path heading up
>>> a
>>> >>>> >> hill to
>>> >>>> >> a temple.
>>> >>>> >>
>>> >>>> >> Art:
>>> >>>> >>
>>> >>>> >> i will probably tackle the character models but everything else
>>> is up
>>> >>>> >> for
>>> >>>> >> grabs. please send a msg to the group so we know what you're
>>> working
>>> >>>> >> on
>>> >>>> >>
>>> >>>> >> floating broken bricks for the void, animated to spin, etc.
>>> >>>> >> a brick path
>>> >>>> >> a wall
>>> >>>> >> stairs
>>> >>>> >> dirt clearing
>>> >>>> >> carnival-esque posters with bizarre slogans (See DEAD GODS!,
>>> >>>> >> freakshow
>>> >>>> >> type stuff, etc)
>>> >>>> >> a high fence to block the view of what is under construction
>>> behind
>>> >>>> >> the
>>> >>>> >> strange man.
>>> >>>> >> plank for the bridge
>>> >>>> >> circus tent for the fortune teller
>>> >>>> >> sign for fortune teller
>>> >>>> >> gate for the temple path with more wall (maybe reuse first wall)
>>> >>>> >> props for the fortune teller room - crystal ball, bookshelf, deck
>>> of
>>> >>>> >> cards, maybe a hanging thing of garlic cloves, skulls, table,
>>> chairs,
>>> >>>> >> coins,
>>> >>>> >> chinese lanterns
>>> >>>> >> fortune teller with animated arm movement
>>> >>>> >> strange man
>>> >>>> >> signs for the path up to the temple
>>> >>>> >> textures for aztec/mayan style temple
>>> >>>> >> changeable player art for the model/hair.
>>> >>>> >>
>>> >>>> >> we'll have more once the temple is ready to be built...
>>> >>>> >>
>>> >>>> >> Code:
>>> >>>> >>
>>> >>>> >> alan has this down.
>>> >>>> >> --------------------------------------
>>> >>>> >>
>>> >>>> >>
>>> >>>> >>
>>> >>>> >> sneak preview of chapter 1:
>>> >>>> >>
>>> >>>> >> Chapter 1: The Chosen One
>>> >>>> >>
>>> >>>> >> opens with an epic poem about a prophecy fortelling a great hero
>>> who
>>> >>>> >> will
>>> >>>> >> defeat evil once and for all. the hero is to be the candle in
>>> the
>>> >>>> >> darkness,
>>> >>>> >> the last and only hope for order in the world.
>>> >>>> >>
>>> >>>> >> camera pans to a knight with a cloak walking through the forest.
>>> we
>>> >>>> >> will
>>> >>>> >> make it 100% obvious he is the great hero (and he really is!). a
>>> >>>> >> thief
>>> >>>> >> throws a net on him while another stabs him, they take his coin
>>> bag
>>> >>>> >> and drag
>>> >>>> >> his corpse to the bushes. they then travel to a local tavern and
>>> sit
>>> >>>> >> down
>>> >>>> >> to have a beer. the camera pans to the main character sitting at
>>> the
>>> >>>> >> bar
>>> >>>> >> near by.
>>> >>>> >
>>> >>>> >
>>> >>>> >
>>> >>>>
>>> >>>
>>> >>
>>> >>
>>> >
>>> >
>>> >
>>>
>>>
>>>
>>
>